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Protecting the Future


silencer_pl

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It's part of the reward for being patient and sticking with the research until the very end. Since many would begin the game on beginner, the teleporter takes ages to get. On superhuman, it does come quick though.

 

It's certainly much more fun when you take toxiguns out of the mix. The combination of the two are a game breaker.

 

- NKF

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That is why I didn't use toxiguns until now - just to rolfstomp the final missions and be over with it.

 

Anyway:

 

 

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Next building - control chamber.

 

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Last week of game I presume.

 

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And aliens didn't produce a single UFO.

 

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There always have to be a queen.

 

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We will capture the queen.

 

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And I am sorry but this mission didn't record at all. But you probably already know how this would go.

 

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After this building I could get a few months rest to further train you sorry lot, but that would only be for show.

 

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They threw the queen just probably to have some research at the end of the game. I can't imagine a game where you would struggle in the last missions.

 

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Ok so this will not be last week but next one will be.

 

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The Queen.

 

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So yeah - 2 more missions to go and they give me anti alien grenade. It's inferior to toxin type C.

 

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Not only we get a grenade but also a rocket for small and heavy launcher.

 

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We get more money just out of destroying aliens in their dimension.

 

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We are almost at the end.

 

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I failed to see Building disabled message - you don't need to destroy those little things.

 

 

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Last building and our final mission is upon us.

 

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It's now or never.

 

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So this is it. Victory is ours.

 

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Hope you enjoyed it reading it as much as I did playing the game. As you saw end game is ridiculously overpowered for X-Com. It gets me to wonder - was Julian Gollop aware of it? Was the pressure from Microprose that high so the balance of the game would be quite bad ?

 

 

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The game wasn't as big as they wanted - planned features were multiple alien dimensions, more advanced diplomacy (tracking VIPs and sticking people in the cells - presumably for interrogation), the ability to climb ladders etc. the fact that the jump animation doesn't exist makes it look a little hilarious but also shows at what point they had to stop development of that side of things.

 

Great AAR. I must say though, a Superhuman Real Time campaign is a different affair. I've constantly had my main base destroyed early on and had to restart. Also the teleporter tactics just don't work so well as the aliens seem to all react quicker (from memory - they're still not particularly clever). Gunning down poppers also seems less accurate in RT.

 

That's not meant to diminish your grand success silencer - this is an amazingly epic AAR that has finished quickly at the end (did you not have anything else to do all day? ;)) with a satisfactory bang at the end :)

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the fact that the jump animation doesn't exist

 

You mean it does exist - check one of my videos.

 

 

Great AAR. I must say though, a Superhuman Real Time campaign is a different affair. I've constantly had my main base destroyed early on and had to restart. Also the teleporter tactics just don't work so well as the aliens seem to all react quicker (from memory - they're still not particularly clever). Gunning down poppers also seems less accurate in RT.

 

I only have base destroyed when dogfighting UFOs and collateral damage destroys fundamentals. The price for slum type base. And I don't know - for me nailing pooper ins RT was easier since you could pause and force your soldiers to aim at him. In TB you have to count on enough TU's and reaction fire. Marsec M4000 is quite nice at it in RT.

 

(did you not have anything else to do all day? ;)) with a satisfactory bang at the end :)

 

I had to prepare mentally to finish SotS AAR.... it's hard to come back to this game after SotS2. And I have a lot of fighting there too.

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